Once upon a Dungeon - Infinity - tomkot

Version 0.9.11.0 brings following features:

- God's statues at outside world are now interactive

- The quest to awake them has been added

- Awoken gods has some unusual crafting capabilities

- Small icons showing god's recharge status added

Weird Store : Kill & Bill - muuuuu
Store Door, Zombie Attack has changed.
Begraved - Jade - CM
Greetings, Gravebound!Welcome to another Begraved dev blog. This week, we’re diving into your playtest feedback. You’ve given us amazing insights, so let’s talk about what everyone loves? err? STATS!

Player Engagement
  • No one played less than 30 minutes. That’s humbling to us! We hope it shows you were invested and having fun.

  • Average session length. Around 2 hours and no one under 30 minutes.

  • Most popular mode. Solo play took the crown.

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Solo vs. Group Play

Begraved is designed for 1–5 players. While we believe the game shines in co-op, solo adventurer's experience is important to us, so our goal moving forward.

  • Make multiplayer even more engaging.

  • Keep solo play rewarding and immersive.

Tutorial & Guidance

We knew going into the playtest that tutorials needed improvement. Here’s our philosophy.

  • We’re big fans of direct gameplay meaning everything happens through actions, touch, push, pull, with least amount of time spent in menus or inventory screens slowing you down.

  • But we also want the game to feel intuitive, not frustrating. Expect better onboarding and clearer guidance in the next playtest update and for players that like to work stuff out themselves? Don't worry the tutorial is so far planned as optional.

What’s Next
  • QnA planned.

  • Preview of tutorial changes coming soon.

  • More invites to the playtest.

  • Keep feedback coming! Every comment helps us make Begraved the best experience possible.

Join the Conversation

What do you think about solo vs. multiplayer? What tutorial improvements would help you most? Drop your thoughts in the comments or in our community DISCORD

Until next time, Laters Groobers,
Jade - CM

Legitimate Space Corp Simulator LLC Playtest - Cool Guy 123

Version 95

New Features:

    -Intro cinematic V1 ! Just a short in-engine intro to set the mood when starting a new save.

    -Furbles now has a penchant for bananas. Right now he'll follow you around the station if you're holding one.

    -Tutorial has been reworked to include branching paths to get the player into hydroponics.

    -Allow the player to invert their Y Axis in the 'controls' screen.

   

Bug Fixes:

    -Trash shouldn't pop out of customers and thru the floor any more hopefully.

    -Customers no longer get 'hung up' and decide they dont want to buy anything for no reason.

    -The cart/dolly should be a lot more stable. It should stay on board even if colliding on corners at a high speed.

    -I's easier to pick up crates on top of teleporter pads.

    -You can no longer hold R and bring up the radial menu in certain situations (Checkout counter, casino game, etc)

   

Tweaks:

    -Certain tooltips stay active at different points in the tutorial.

    -The game starts you off with a half grown banana plant.

    -Crop beds reduced for new players.

    -Unlocks have been tweaked and spaced a bit more so theyre not as front loaded on the first few days.

    -Preview objects when building from the radial now have the object facing the player when they are selected.

    -Exiting the casino games and other things should be consistent with the keybinds (Q or Escape) - the only difference at this point I believe is the checkout counter.

    -Added a couple of small easter eggs.

   

What's next:

    -We're continuing to work on the early game experience for the next patch.

    -We're also working on improving performance, especially in larger stores.

    -Steamdeck performance & controller improvement

RPG Architect - Locke
  • Text Entry is now available in "alpha" testing format! Utilize the "Open Text Entry" command under User Interface commands and make sure to setup a Text Entry User Interface.

    • The keyboard layout is not yet configurable, but it will be soon (TM).

    • Support for pictures in the command is not yet available.

    • Input with Keyboard and On-Screen Keyboard still occasionally is buggy.

  • Fixed an issue with modifying lights via modal not updating in the editor.

  • Fixed an issue with how Start Battle command works and processes via scripts.

  • Fixed an issue with "Use Space if Hidden" in List User Interfaces.

Politiks - Kingkat
Welcome back to Politiks!
The 0.5.8 Update is here, and it brings some big (but focused!) improvements to the core card-game experience.

🔥 New Feature: Bloc Dialogue Upgrades

Town exploration turned out to be a huge scope creep risk—so instead, I added a lightweight but flavorful system that lets you talk directly to your Blocs.
Complete their tasks to earn permanent or temporary upgrades that boost your campaign in meaningful ways.

🧩 Usage & Merging Mechanics

To keep strategies fresh:

  • Limited card usage prevents repeating the same moves every game.

  • Card merging lets you fuse cards into stronger versions with bonus benefits.
    These two mechanics work together to add depth without slowing the pace.

⚠️ Rival’s ALL-IN Mode

Your Rival has a new threat: ALL-IN Mode.
Once their All-In Gauge maxes out, they unleash boosted stats and target all of your Blocs at once.
Use Disrupt or Sabotage cards to shut down the ALL-IN trigger before it happens!


Thanks for sticking with the project—hope you enjoy the new Demo Update!
Feedback is always welcome! 🙌

https://youtu.be/CHpNOKwrwhk

Playtest Invitation

We’re hosting a Steam Playtest for Politiks soon!
If you’d like to join:

  • Leave a comment below

  • Email me at

https://bohfam2014@gmail.com

  • Or join my Discord server: bohfam2014

Playtesters will need to record their gameplay so we can squash bugs and polish the experience!

Nov 14
Mini Worlds - Casual_Dutchman

Hi, my name is Pieter, (pronounced Peter) the developer of Mini Worlds. I develop this game/toy in my free time, after my day job and my job as a dad of 2 kids. As you can image, life is pretty busy.

As I strive to deliver a polished product, I don't want to rush the release. Let me tell you about some key points why I will take more time:

  • A game/toy about building a world isn't very fun with only a few objects to place. Creating more content for you to enjoy which is performant and coherent with the rest of the art is a whole process.

  • I am a big advocate for controller support in games, since it allows people with a disability to also enjoy games when they use custom controllers. Adding proper support takes time.

  • Minimizing bugs makes it more enjoyable for everyone to play Mini Worlds. Some bugs are easy to spot and fix but some bugs are set to make my life even harder.

  • High standards I've set myself. This is a personal trait. It might be good and it might be bad. If I would lower my standards, the game could be live right now but I want to ensure everything works well and you have enough content to play with.

This results in me setting the release of Mini Worlds to 2026. When a proper date is chosen, I will surely let you know!

Just for fun, here is a screenshot of project "Minimalist World Gen", how Mini Worlds started.

Fargone - ROGUEAGENT

Hey everyone, patch 0.4.0.0 Busy Work is finally here! This update represents a huge jump forward for Fargone in terms of gameplay depth, world design, and overall replayability. I’ve already made several posts about what to expect, so if you haven’t read them yet, you can check out the announcement post below along with the new trailer. There is also some important information below regarding legacy save compatibility.

Full patch notes can be found at the bottom of this post. Looking ahead, before the end of November there will be two updates that will act as mission packs, extending the number of dynamic missions added in the Busy Work update. These packs will be faction-themed: the Hollowed Mission Pack and the Military Mission Pack. So if you like working with either of these factions, there will soon be more opportunities to do so.

This has been the biggest change to Fargone since its release, and I’m very excited for you all to jump in and try it out! As always, thank you very much for all the support you’ve given Fargone, and I hope you enjoy the new content.

—Jordan

Legacy Saves Notice

As always, I do my best to ensure save wipes are not required. Legacy saves will migrate as with prior updates; however, since the scope of this update is so large, I highly recommend a fresh start to experience everything as intended.

If you do use a legacy save, you will lose any attachments you had on weapons. This is because I reworked the entire attachment system with this update to fix several phantom weight bugs, and it was simply not possible to migrate legacy attachments.

Click here to view the announcement features post: https://store.steampowered.com/news/app/2242100/view/527609566141090316?l=english Trailer: https://www.youtube.com/watch?v=6ZQQ_OpciT8&feature=youtu.bePatch notes

Added

Features

  • New dynamic camera bob system (configurable in settings)

  • New hostage rescue mission type

  • New VIP assassination mission type

  • New dynamic/daily missions at Days End Bar

  • New dynamic/daily missions at Sal’s bus

  • Experienced Hollowed spawns

  • Experienced Military spawns

  • Experienced Runners spawns

  • New lock picking system

  • New randomised weapon mod system

  • New randomised armour mod system

  • New AI companion system

  • New rain sound effects

  • New contextual tutorial system

Missions

  • Added new Hostage mission for Catcher (Dynamic)

  • Added new VIP mission for Catcher (Dynamic)

  • Added new VIP military mission for Catcher (Dynamic)

  • Added new document retrieval mission for Sal (Dynamic)

  • Added new retrieval mission for Sal (Dynamic)

  • Added new hostage mission for Sal (Dynamic)

  • Added new Boss Hunting bounty board mission

  • Added new Mutant Hunting bounty board mission

  • Added new VIP bounty board mission

  • Added new Military VIP bounty board mission

Audio

  • Added several new rain sounds

  • Added several new wind sounds

  • Improved explosion sound of mines

Items

Weapons

  • XMC-MR Marksman Rifle

Unique Weapons

  • Hunter’s Revenge

  • Marksman’s Sidekick

General Items

  • Lockpicks

  • Hawkeon MKII Scope

  • Gen 2 Pants, Gear, Gloves, Boots, Helmet, Spec Ops Helmet, Gas Mask

  • Survivors Gear, Pants, Gloves, Boots

  • Bear Fur Resource

Attachment Changes

  • PM1 now supports the Advanced Suppressor

  • Glock now supports Makeshift and Normal Suppressors

Achievements

  • Cleanser

  • The Bigger They Are

  • Tacticool

  • Eye for Gold

  • The Dark Below

  • Enlisted

  • Friendly Neighbourhood Survivor

  • Bounty Hunter

  • Homesteader

  • True Survivor

  • Veteran

  • Walk the Path

  • Immovable Object

  • Mutant Hunter

  • Beacon

  • Ultimate Survivor

Locations

  • Reworked Days End Bar, Harvers Farm, Crescent Village

  • New Factory/Warehouse POI in Grasslands Zone

  • Reworked Checkpoint POI in Mountains

  • Several new minor POIs in Mountains

  • New Mini Bunker in Mountains

  • Several new minor POIs in Grasslands

  • Replaced Hazard Zone Tunnel with new POI (The Toxic Road)

  • New Military Base in Mountains

  • New Salvage Yard, Quarry, and Factory POI in Grasslands

  • Reworked Lodge in Grasslands (formerly Happy Stars Campsite)

  • Reworked Airfield in Grasslands

AI Changes

  • Human AI now enter standoff state when detecting a player with low but not fully hated rep

  • Scalper AI now moves better to hiding spots after attacking

  • AI now has smarter wander/idle logic

  • Improved several AI animation syncs with movement

  • Fixed AI getting stuck trying to rotate to face target constantly

  • Improved human target selection logic based on perceived danger/threat

  • AI may tell campfire stories while resting

Graphics

  • Reworked post-processing stack for better visual tone

  • Improved sun, metal reflections, puddles, and blood effects

  • Added radiated blood effect for husks

Improved

  • AI ragdoll performance and max count

  • Max decal count

  • Backend logic for saving/loading items

  • Loot spawns and tables across entire map

  • Dynamic animation frame rate for distant AI

  • AI pathfinding smoother and more stable

  • Brightness of fluorescent lights

  • Liberty Elite Defender Helmet now has integrated NVGs

  • Grass models optimized for performance

  • Ammo cost rebalanced

  • Soft lock fixes

  • Audio system performance

  • Human AI movement improved

  • Smoothed zombie investigate movement

Fixed

  • Draugenov laser off-center

  • AI spawners sometimes not spawning correctly

  • Lightning and volumetric lights causing white flashes

  • Zombies opening doors

  • Shops spawning duplicate slots

  • Interaction issues with Sal, Hank, and other NPCs

  • Binocular issues

  • Inventory highlight effect stuck

  • Zombies cutting corners

  • AI weapon firing and melee bugs

  • Bounty board saving/loading

  • Needs bars display

  • M4 red dot aim

  • Crafted/cooked items not perfect

  • Gaps between arm/hand models

  • Water canteen refill bug

Nov 14
February Playtest - TRR Studios
New Features

None

Changed Features

Streamlined tutorial to make the player's experience more linear and forgiving.

Updated keybinds for the combo to require the player to repress a direction button to trigger the next step in the combo.

Increased size of detector for coins, so that the player doesn't need to directly touch them any more.

\[Bugfix] Fixed a bug where the player would respawn over air and infinitely fall.

Known Issues

Visual bug: the new line of text automatically appears, with the remaining appear animation as the previous line when the player rushes through dialogue.

Visual bug: more/less of the world is visible at higher/lower selected resolutions in the settings menu.

Gameplay bug: Character movement stutters when running back and forth near the portal

\[Web version only] Hardware acceleration causes audio issues.

\[Web version only] When displayed on really high screen resolution, the game camera zooms out really far.

\[Web version only] Screen resolution settings are difficult to ​navigate due to embedding on the webpage. The game also doesn't detect exiting full screen mode via the Esc key.

NIMRODS - Havi

Hey NIMRODS!

We wanted to provide an update on what we’ve been up to and what we have planned.

Endless Mode

You've been asking for Endless Mode since launch. We want it too - after all, having an awesome gun isn’t as satisfying if you can’t see just how far you can push it.

But when we started developing Endless Mode, we ran into a snag: late game balance.

Our existing model uses multiplicative scaling across most of our stats. This leads to some amazing synergies & power spikes… but also to some very broken ones. When everything multiplies together - augments, tunings, genes, boss drops - things get spicy. Some combos can reach theoretical fire-rates of 4500+ bullets fired per second. That’s a lot of value getting tossed out due to stat caps - and even more stress on our systems. And that's where power fantasy hits a wall. Creating a meaningful challenge becomes incredibly difficult to balance in our late game.

That's why we're taking a step back to rebalance augments with additive scaling where it matters. You'll still build absolutely absurd guns - but instead of exponential runaway, you'll see more consistent improvements stacking predictably. This allows stats to scale much higher and removes strict clamps like the fire rate limit, replacing them with diminishing returns.

Translation: Your insane builds will work and you'll see every upgrade matter, even 50 waves deep.

We are tuning this carefully. When we're ready, you'll all get to break it in a community beta. We need your weirdest builds to stress-test this before launch. Endless Mode is coming, stay tuned!

Performance

We’re almost done with the final step in our major performance overhaul - this time focusing on the enemy system.

If you’ve followed our past devlogs, you know we’ve been iterating on performance for a while. Read an earlier post here: NIMRODS | Performance Devlog - Every MS counts

We're converting the enemy system to ECS (same tech that saved projectiles). Early tests show massive gains, but we're not rushing this. When it's stable, we'll drop a beta for the community to check out.

New Content

We have a ton of new ideas cooking. Our goal is to lean even harder into what makes NIMRODS unique: wacky power, surprising builds, and ridiculous moments. At the same time, we’re simplifying where it makes sense - making augments easier to understand at a glance while keeping their unique depth.

Everything below is still work-in-progress and subject to change, but here’s a peek:

Bananarang

We loved the idea of turning a banana clip into an actual banana - so of course, it had to be shootable. The more penetrations you stack, the longer your Bananarang spins!

Split Shot

When a projectile’s lifetime ends, it splits into several new ones.

Boxing Glove

Knockback builds need some love and this is our first *swing* at it. The Boxing Glove will be an underbarrel augment that sends enemies flying.

Mouse Only Mode

We’ve received a lot of requests for this one - so we quickly prototyped it! There’s still more work to do (and we’re exploring other accessibility improvements too), but it’s off to a great start.

Violet Forest

We’ve continued work on a new biome. Expect new enemies, new bosses, new visuals, and more environmental variety. We’ll update our early access roadmap soon - and share more details in a future devlog.

Vote on Discord

We have a poll up on Discord to vote on which of these features excites you the most. Head over and cast your vote - the poll is open till November 20! If you love all of them - don’t worry, they’ll make their way into the game eventually. We just want to see what you’re most hyped for.

We’ll be running more community polls regularly going forward, so stay tuned!

Also - if you have your own ideas for augments, chassis, or characters, share them on Steam or Discord. We love hearing from you! 😁

Wrapping Up

We're just five people trying to build a genre-defining game with the most absurd gun crafting. Every update takes time, iteration, and more coffee than is medically advisable.

Thanks for sticking with us. More incoming...

Reviews go a long way in helping more people discover NIMRODS. If you’ve been having fun with the game, we’d really appreciate it if you left a review. It makes a huge difference means a lot! ❤️

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